Source: British journal of educational technology Volume: 40 Issue 3 (2009) ISSN: 0007-1013
I am interested in the education of Second Life, so I searched “second life in education” on google scholar. I find an article “Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching.” I think maybe this article can help me to know more knowledge about how people teach different things through Second Life and what are the potential abilities and possible limits for educating in Second Life.
The aim of this article is to “explore Second Life’s potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching.”
Method
First of all, the author introduced the history of the definition of “virtual world” from different writers, academics, and industry professionals. Then the author gave his opinion on the definition “a virtual world provides an experience set within a technological environment that gives the user a strong sense of being there.” After giving the concept of “virtual world,” the articles explored the common features of different virtual world’s forms and the typology of 3-D virtual worlds. By claiming the simple backgrounds above, this article wrote that SL is the most popular educational MUVE (the multi-user virtual environments). The technical infrastructure, immersion and socialisation are the three components of SL that explored in this article in order to understand the potential and the barriers of using virtual worlds in educational settings. From exploring the affordances of SL and analysing the resources that collected from other scholars, the article concluded some benefits and barriers of studying in SL. Technically, SL can create different settings for teachers and student to learn, but with limited resources. With the introduction of audio, educators could find more teaching activities inside virtual worlds, so that avatars may learn things easier than before. However, sometimes, it is hard for educator to create more effective learning scenarios within SL. The article also provided a survey of newsgroups, blog posts and the extant literature reveals eight broad categories under which reported issues in relation to the use of SL to examine the potentials and barriers of virtual worlds from technics, identity, culture, collaboration, time, economy and so on.
Conclusion and findings
The article concluded that virtual worlds are attractive spaces for education. Educators could design their own teaching spaces by using of virtual worlds constructively in a positive way. The author assumed that people need to manage their virtual identities, improve their digital and cultural literacies and develop design skills to understand the links between immersion, empathy and learning.
Saturday, July 22, 2017
Friday, July 21, 2017
Amanda Week1- Article review
Amanda Week1- Article review
Source: Croatian Journal of Education Vol.17; No.4/2015, pages: 1037-1069
The Development of a Criteria
List for the Selection of 3D Virtual
Worlds to Design an Educational
Environment
Nowadays, many researchers are seeking a new virtual world platform since Second
Life removed its educational discount. Various virtual world platforms which help users
to create 3D environments have constantly been developed and marketed. 3D virtual worlds stand out as a type of technology that allows students to build
and share their own knowledge and sometimes to learn by creating their own
virtual environments.
Due to the educational
potentials, some researchers regard 3D virtual worlds as the learning environments
of the future. This has generated academic
discussion about the potential of virtual worlds as an educational medium.
Aim of study:
Aim of study:
Considering the recent interest in the use of virtual worlds for educational
purposes and the lack of appropriate academic assessment studies, it would be useful
to develop a criteria list that will help teachers to select a virtual world platform that
can meet educational needs and which can help them to identify deficiencies in the
existing platforms.
The goal was to develop a criteria list that may help instructional designers, developers, and educators to evaluate all virtual world platforms for educational purposes.
Methods:
The goal was to develop a criteria list that may help instructional designers, developers, and educators to evaluate all virtual world platforms for educational purposes.
Methods:
Generally, studies that compare two
popular virtual world platforms, or compare virtual world platforms to real-world
applications, are more prominent.
Criteria lists are defined as item lists which are structured intuitively according to
certain categories. In this study, a criteria list was used to reveal the strengths and weaknesses of virtual world platforms and to investigate their potential
for practical applications. In the development process of this list, the phases of literature
review, heuristic investigation and eliciting expert opinions followed by revisions, and
conducting a questionnaire were implemented.
Main findings:
Main findings:
Communication among
users is important since they work together and exchange ideas with each other in
educational activities. It is the reason behind the inclusion of the communication tools
category in the criteria list. In this category, the items are written in line with these
features: written communication, voice communication, synchronous interaction,
asynchronous interaction, communication with other platforms, signboard-like
message objects, and features of muting and blocking unwanted users.
Another main group in the criteria list is educational specifications, which contains a great diversity of educational methods and tools. Although educational activities depend on the requirement of the project, the selected platform should be flexible enough to provide required activities and more.
Another main group in the criteria list is educational specifications, which contains a great diversity of educational methods and tools. Although educational activities depend on the requirement of the project, the selected platform should be flexible enough to provide required activities and more.
Thursday, July 20, 2017
Amanda (Mingjing) Week1-PL
Amanda (Mingjing) Week1-PL
Derry recommended me this "Chinese island", it's great to explore the design, and there are three main buildings. The architecture is surprised me, it's really beautiful and just the right style of China.
First I choose to enter to the building which in front of me, I'm wording what I could see, because it just looks like someone's home.
While I step into the building, I found it is a reception for Chinese language leaning course, the information is post on the front wall and right side board.
On the way out of this hall, I can see the first two beginner course which are Pinyin and Greeting. And as I click on the blue board, the details jump up.
And I go to the left side building, one the right hand part it's an exhibition of Chinese the most famous attraction which was called Terracotta Warriors. And the introduction can be seen at the beginning of the exhibition.
On the left hand part of the same building displays Chinese characters where you could get the picture of process of Chinese Character's development.
The third building also shows some traditional Chinese music instruments. The painting on the wall describe a scene of a festival and people playing music with all Chinese classic music instruments.
Wednesday, July 19, 2017
Week1 Pary -Article Review
Source: Slavic & East European Journal, Spring2010, Vol. 54 Issue 1,
p96, 22p
Item: 54357031
Item: 54357031
Second Language in Second Life: Exploring Interaction, Identity and
Pedagogical Practice in a Virtual Slavic East Eur J 54 no1 Spr 2010
“Second Language in Second Life” has successfully attracted all my attention
to the educational potential of Virtual World. Second Life is pointed out as a brilliant instructional tool for
recreating real life encounters in this article. As a result of effective
similarity of this detailed virtual technology learners
would be able to experience communication challenges in an unpredicted world.
While Web.2 technology would offer a great opportunity to
second language learners to have immersive practice time and immense access to
popular communities of native speakers of the language they would be interested
in, this virtual experience could be occasionally unpleasant.
As another world , Second Life has its own dark places same
as real world. “Griefers” (group of cyber bullies) are good example of virtual
disturbance creators ( The article has not been really clear or informative
about this side of the world, I however might explore and reflect on
educational disturbances during my virtual journey during semester).
Aim of study:
The general purpose of this study is simply, to approach the
virtual world (mainly Second Life) primarily as a medium of learning foreign
languages. This article also reflects on some conceivable obstacles faced by L2
learners during their virtual interactive experience.
This reflective study
also pursues to prove the existence of a correspondence between language
learning and negotiation of meaning in
Second Life.
Methods:
There were two stages of this case study. The first one was
a pilot indicative study on five participants. They were all third-year Russian students and had never been to Russia
before.
The other inspection
was done on five intermediate- to
advanced- level Russian language students. These participants had an initial
orientation with researcher in the aim of developing their operating skill in
Second Life (e.g. movement skills and
in-world chatting)
Data collection:
Each participant spent 30-45 session in Second Life along
with researcher. The instructions of this research were open-ended, to
communicate with native speakers and obtain as much information as possible
about them. Each interaction was being recorded by researcher through screen
capture video software (SNAPZ Pro X).
The participants would then have an interview with the
researcher and were asked about their intercommunication experience.
Both groups were sent to Moscow Island (launched in
September 2007) to intercommunicate with
native Russian speakers within largest
Russian community in Second Life.
Main Findings :
One of the most
interesting findings of this article is the uptake in learners (participants)
vocabulary.
The participants were able to understand new lexical items during their communication with native speakers. As
conversations were built few less familiar words were pointed out by language learners, the native interlocutors
would explain and also give reinforcement on those words in response. The L2
learners were able to use those words later in their in-word chats.
Another interesting finding is the equal level of anxiety
and tension of virtual world “avatar” and real world “face-to-face”
communication. Virtual Reality would challenge and motivate learners by
providing similar emotional and environmental factors. Individual interviews
with participants had illustrated the emotional pressure and social anxiety of
their first interactions with native speakers. This social and communicational
challenge is considered a golden opportunity for learning language process as
the learners would be motivated to fill
their knowledge gap to have a comfortable interaction with other native or
advanced speaking avatars.
Sunday, July 16, 2017
Welcome to Virtual Worlds 2017 Semester 2
Welcome to the Virtual Worlds Blog 2017 for Semester 2.
This blog is where you will post your weekly review of an academic article on your area of interest about Second Life, High Fidelity or other online virtual world. Your review should involve a brief description of the aims of the study, its methodology and main findings. Your post title should be: Article Review + NAME + WEEK.
You will also post a weekly photo blog of your experiences journeying and visiting sims of interest in Second Life. This should include snapshots and descriptions of the sims that you visit. Your post title should be: Video Blog + NAME + WEEK.
The article review and photo blog are components of assessment 1.
This blog is where you will post your weekly review of an academic article on your area of interest about Second Life, High Fidelity or other online virtual world. Your review should involve a brief description of the aims of the study, its methodology and main findings. Your post title should be: Article Review + NAME + WEEK.
You will also post a weekly photo blog of your experiences journeying and visiting sims of interest in Second Life. This should include snapshots and descriptions of the sims that you visit. Your post title should be: Video Blog + NAME + WEEK.
The article review and photo blog are components of assessment 1.
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W10-photoblog Pary
This week I decided to go to an art museum called Vordun. The place showed just how much effort can someone put in constructing a detai...
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I went to Hollywood Airport, which is a public airport in Second Life located on the edge of the Black Sea. it is a nice place to hang ar...
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Shen, J., & Eder, L. B. (2009). Intentions to use virtual worlds for education. Journal of Information Systems Education , 20 (2),...
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This is the place where I started my journey from. I had no idea what surprises were in store ahead. This looked li...






